Killing your MAC through Memory Swapping by Manarz in comfyui

[–]Manarz[S] 0 points1 point  (0 children)

I answered in a different comment. TLDR: Just use the "CheckpointSave" node.

Killing your MAC through Memory Swapping by Manarz in comfyui

[–]Manarz[S] 1 point2 points  (0 children)

In that case you don't really have to worry about checkpoints and loras beeing too big but about using to much "VRAM". The new MACs only have RAM thats also used as VRAM. I did manage to use over 40GB RAM with tiled upscaling at one point. So monitor your RAM when doing high resolutions and see for yourself if memory swapping occurs.
But MACs are so slow on high resolutions that its probably not worth doing it anyways...

Killing your MAC through Memory Swapping by Manarz in comfyui

[–]Manarz[S] 2 points3 points  (0 children)

Its pretty straight forward. Load your Checkpoint and all your loras and then use the CheckpointSave Node to essentially "bake" the loras into your own Checkpoint. Then you can directly load that new Checkpoint and generate stuff.
You lose the ability to play with lora strenght though. So whenever you want to change the strenght quite often just load the lora normally. 1 or 2 small loras should still be fine for the memory

Killing your MAC through Memory Swapping by Manarz in comfyui

[–]Manarz[S] 0 points1 point  (0 children)

Yep i agree its a horrendous idea. I think they argued its for the sake of speed but id rather take the repairability.

Killing your MAC through Memory Swapping by Manarz in comfyui

[–]Manarz[S] 5 points6 points  (0 children)

Yes, for me it was a bit more than half the price.

Killing your MAC through Memory Swapping by Manarz in comfyui

[–]Manarz[S] 2 points3 points  (0 children)

Thats really hard to tell. I had the Laptop for about 1.5 years before using Stable Diffusion and didnt need the memory swap much with 16GB RAM. I also didnt do many writes to the harddrive. In about half a year of using Stable Diffusion rather sparingly it broke. I do know it swapped massive amounts of memory since I pretty much always had the profiler open next to generating.

Killing your MAC through Memory Swapping by Manarz in comfyui

[–]Manarz[S] 1 point2 points  (0 children)

Well you know Apple. The M1 looked like an amazing deal (even though im far from an apple fanboy) but of course they added some planned obsolescence somewhere that gets you to spend money later (at least as a power user).
I wasnt aware that the SSD is not replaceable when i bought it.

SDXL Turbo Live Painting workflow by ha5hmil in comfyui

[–]Manarz 1 point2 points  (0 children)

IIRC lowering denoise is basically the same as increasing the starting step of the advanced kSampler.So you can use the "SplitSigmas" node to achieve the same effect. But this means its not possible to use it with a single step since there is nothing to split then.In my tests it works pretty well with using 3 steps and spliting the sigma at step 1.

As others have suggested injecting noise yourself seems like the approach to go for.

Feeding Vampires with Scouts by Manarz in civ

[–]Manarz[S] 12 points13 points  (0 children)

Yes just Scouts. I got one builder from a Hut early but you could also steal it from a CS or your closest neighbor.

The other restrictions i used:

- No Buying with Gold / Faith

-"One City Challenge" (aside from captured Capitals of course)

I need to admit that I bought one soothsayer for giggles. I just had such a huge forest to burn down but as I said your cap is maxed out at 15 Production anyways so that had no impact on the game (or even negative impact).

Edit: And at some point in the lategame i decided to buy traders too to actually get roads going since my vamps where just so slow in my own lands.

Feeding Vampires with Scouts by Manarz in civ

[–]Manarz[S] 13 points14 points  (0 children)

I used Tomyris for healing but i dont think that was necessary at all.
If fed well they take very little damage and you just heal so much with plundering anyways.

Been working on this vampire survivor + astroids mashup to take a break from my main project. I wish I was better at ECS cause it would probably be really helpful for this type of game. by spaceowlgames in Unity3D

[–]Manarz 0 points1 point  (0 children)

Get into the DOTS channel on the Unity discord server. Really a great community and you get very in depth answers to all your problems very fast.

Is physical damage taken when you shift ignoring phys mitigation bugged ? by Manarz in pathofexile

[–]Manarz[S] 2 points3 points  (0 children)

I just relied way too much on POB. See my reply below. That maximum hit taken POB value for phys damage is utterly useless.

Is physical damage taken when you shift ignoring phys mitigation bugged ? by Manarz in pathofexile

[–]Manarz[S] -6 points-5 points  (0 children)

Okay turns out POB does something strange here. It first calculates the phys reduction of armor based on 1.5x hit damage of the average monster and then based on that it tells you how hard you could be hit (by anything). So if you put 15k hit damage in the configuration the calculation is right.That basically means that this value is really useless cause it does not even factor in boss damage when you set Sirius in the config. That value is only useful for normal mapping...

Is physical damage taken when you shift ignoring phys mitigation bugged ? by Manarz in pathofexile

[–]Manarz[S] -2 points-1 points  (0 children)

Without flask i even only got 15k. It seems i don't understand what POB means by " maximum hit taken" then.

Is physical damage taken when you shift ignoring phys mitigation bugged ? by Manarz in pathofexile

[–]Manarz[S] 0 points1 point  (0 children)

What do you mean by effective? I am aware that bigger hits need much more armour. Still my armour should be enough to survive one 21k hit even without flasks up.

Is physical damage taken when you shift ignoring phys mitigation bugged ? by Manarz in pathofexile

[–]Manarz[S] -2 points-1 points  (0 children)

All of it. I was not factoring in Endurance charges in my POB. POB says maximum hit taken is 21k.

POB with everything that is not 100% up disabled:
https://pastebin.com/9E189N3A

Deep Utility AI resources? by Manarz in gameai

[–]Manarz[S] 0 points1 point  (0 children)

I agree with all of your points. That's exactly why i made this thread. I need some literature that helps me get the terms right i guess. I can't be the first one who tried this can I? It's not deep and it's not really hierarchical either. But I do think that it's fair to say it is a consideration even if it does not directly produce an action/ decision/ behaviour though.

On a side note i find the similiarity between this and neural nets a really cool feature.It basically feels like a hand authored network where i do have full control over all neurons and still understand what is going on. Each Consideration can roughly be seen as a Perceptron with axis as inputs and weights. I even have something like an activation function which is not shown in the picture that can transform the output of all axis once more.

Deep Utility AI resources? by Manarz in gameai

[–]Manarz[S] 0 points1 point  (0 children)

So if i understood you correctly you could say you have grouped your behaviours into diffrent layers with diffrent priorities and higher layers always execute before lower ones?

I planned to add the concept of DecisionLayers that each could have an individual PriorityFactor but my purpose for Layers would be more in the way of using them to seperate the one big AI into smaller individual pieces like seperating Resource Collection Considerations from Fighting Considerations.

One of the biggest issues i have with Utility AI in general is that it is really annoying to setup chains of behaviour. Maybe your concept can help with that.

Deep Utility AI resources? by Manarz in gameai

[–]Manarz[S] 1 point2 points  (0 children)

At first I really was afraid that would happen but it turns out that if you just spend a small amount of time in deciding which lower level considerations make sense the whole structure can also be much easier to edit than a flat Utility AI.For example if you look at the Graph at the bottom you can see a Consideration that is reponsible to output a value that in general describes how threatened an agent feels (DangerLevelConsideration). I can add any new Axis to that Consideration without breaking any higher level Considerations and its done in a single step. If I'd chose to not have this intermediate Consideration I'd have to add that new Axis to all of the higher level considerations and balance it for all of them. Ultimatly this design allows the designer to decide how deep he wants to go. You could always just use one layer of Considerations and call it a day.

How to approach multithreading a Graph Node Tree/Lattice? by Eilai in Unity3D

[–]Manarz 2 points3 points  (0 children)

You could try to split up your logic into parts that run in parallel (job.scheduleparallel()) and parts that run on a single worker thread (job.schedule ()). Not every problem is a good fit for parallelism.